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  1. Weapons: Weapons are what you use to kill traitors, they come in three sizes, small, medium and heavy.
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  3. Guns do more damage based on their size, but they also gain a -5% to tracking as they get bigger as well, with small having a 0% penalty and heavy having a -10% penalty (note that this works in the same way that the previously stated rules on weapons do, larger ships with small guns still have the regular penalty applied to their roll.
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  5. Kinetics: Slug throwers and Railguns
  6. >Longmire AZ-12 Railgun: A long range gun used to take out targets from Range, inoperable in close quarters.
  7. Damage: 1d15 (Small) 1d35 (Medium) 1d60 (Heavy)
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  9. >Reaper-Z42 Autocannon: Small slugs, high velocity and rapid rate of fire. Shreds through light armor but ineffective against larger ships.
  10. Damage: 2d10 (Small)
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  12. >Leruda Cannon: Mid-Range Slug Thrower. Nothing fancy but gets the job done.
  13. Damage: 1d10 (Small) 1d20 (Medium) 1d30 (Heavy)
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  15. >OOA-P Heavy Artillery: The main gun of most Capital Ships, uses armor piercing rounds the size of most fighters.
  16. Damage: 2d80 (Heavy)
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  19. Missiles and Torpedoes, Bombs: Propelled explosive, can be shot down by [Small] Weapons and fighters
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  21. >Purifier Missiles: A favorite of fighter pilots, these small missiles pack a mean punch, but are limited in number. Health of Missiles: 5
  22. Damage: 4d10 (Small) 3d20 (Medium)
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  24. >Redeemer Swarm Missiles: On the other end of spectrum, Swarm Missiles launch a mighty volley of relatively low damage missiles in an attempt to overwhelm point defense systems. Health of Missiles: 1
  25. Damage: 10d5 (Small) 15d10 (Medium)
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  27. >Apocalypse Torpedoes: Worthy of its name, this torpedo is used against the hardest targets to shred them to monoatomic ash. As they have poor tracking they are best used against larger targets and stations. Torpedo Health: 15
  28. Damage: 1d80 (Heavy)
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  30. >Belagor Torpedoes: Smaller and faster then their larger brothers, Belagor's are used to hit medium targets with lots of armor.
  31. Damage: 2d35 (Heavy)
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  33. >Thermite Bombs: The main bomb used by Imperial Warships, the shaped charge detonates on impact and makes a hole in the enemy armor for the secondary explosion to exploit.
  34. Damage: 1d40 (Medium) 1d60 (Heavy)
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  37. Pulse Guns: Plasma and Electricity compressed into balls of energy, excellent against shields and subsystems, but struggles against armor.
  38.  
  39. >4759T ECM Pulse: Often used by Imperial bounty hunters to disable targets in preparation for boarding. (Half damage against Ship Health)
  40. Damage: 1d30 (Small) 1d50 (Medium)
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  43. Flak: Used by larger ships to deter fighters and corvettes, small explosions of flechettes used to shred the light armor of smaller ships.
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  45. >Omni Flak: Developed during the Pirate Rebellion of the Second Era, Omni Flak has remained a steady weapon of Imperial Warfleets ever since.
  46. Damage: 5d5 (Medium) 6d10 (Heavy)
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  49. Lances: Focused Laser beams used to melt enemy armor, easily dissipated by shields (Half damage against shields)
  50.  
  51. >Farthan Lances: Used Primarily in Destroyers and Frigates as a way for them to provide support for larger ships in the fleet. Normally Concially mounted
  52. Damage: 1d40 (Medium) 1d60 (Heavy)
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  61. Upgrades:
  62. >Shields: Energy Field that disrupts Quantum fields around the vessel, extremely effective against Lances and most kinetics, making them popular to use when encountering or expecting pirates.
  63. Shield Health: 50 (Small) 150 (Medium) 500 (Heavy)
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  65. >Juggernaut Armor: Highly effective additional armor, bolsters ship health
  66. Additional Ship Health: 30 (Small) 70 (Medium) 140 (Heavy)
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  68. >Armor Piercing Rounds: Rounds that ignite a nanosecond after impact, burrowing through armor
  69. Additional Ship Health Damage: + 10 (Small) + 30 (Medium) + 65 (Heavy)
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  71. >Shield Piercing Rounds: Rounds coated in plasma from a dying star, effective at piercing shields.
  72. Additional Shield Damage: + 10 (Small) + 30 (Medium) + 65 (Heavy)
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  74. >Autocannon Drone: A small drone deployed alongside your ship, effective against light targets but vulnerable to flak.
  75. Drone:
  76. Health: 5
  77. Weapons: Small Autocannon: 1d15
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  79. >Flak Drone: A small drone deployed alongside your ship to target objects such as missiles and enemy drones.
  80. Drone:
  81. Health: 10
  82. Weapons: Small Flak Gun 5d5
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  84. >Repair Drone: Repairs ships by melting pre-applied compounds on the outer hull, will prioritize owner before switching to fleetwide repairs.
  85. Drone:
  86. Health: 5
  87. Damage repaired per round: 5 (Small) 20 (Medium)
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  89. >Kamikaze Chassis (Fighter/Bomber Only): A fighter chassis with impact gel below its armor plating, it ignites when the armor crumples from impact with another ship, essentially turning the fighter into a large torpedo.
  90. Damage: 50
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  92. >Gap Drive (Fighter/Bomber Only): A small warp drive that allows fighters/bombers to "Blink" to target, generates exploitable gap in space time around vessel by modifying engine output to tear apart local space time.
  93. Blinks immediately into range of target in conflict zone, has 3 turn cool-down in combat.
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